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The Last Fortress - FINAL Released!

The archive for the 8th Anniversary Speedmapping Contest entries and discussion.

Moderators: Semfry, zYnthetic, ividyon

User avatar Hellscrag
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Post Posted: 29 Jun 2009, 19:19

I see a lot of light hitting the chamfered edges of the columns. Where are your light sources positioned? It doesn't look entirely natural to me.

The colour issue is difficult. Green is more "Skaarj", but when coupled with the orange does look like a "greening" caused by overbrightening.

How about a deeper blue? Either that or go for a blue ambient light with orange highlights, ONP-style.
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User avatar Semfry
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Post Posted: 29 Jun 2009, 21:00

Hellscrag wrote:How about a deeper blue?


The current lighting is looking good but I'd agree with this; the saturation sounds low enough but maybe the hue can be shifted towards blue more?

User avatar UBerserker
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Post Posted: 29 Jun 2009, 21:05

Desaturated deeper blue sounds like the best choice for me if you don't want to use green.
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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User avatar Buff Skeleton
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Subject:

Post Posted: 30 Jun 2009, 01:16

Hellscrag wrote:I see a lot of light hitting the chamfered edges of the columns. Where are your light sources positioned? It doesn't look entirely natural to me.

This stuff is super hard to fix because, again, 255-radius lights don't play nice on 16384+ sized maps :I

Anyway maybe this will appease the color crowd:

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User avatar Semfry
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Post Posted: 30 Jun 2009, 01:31

It looks like the ambient lighting is cutting down the colour of the other lights, which I guess you can't do much about. That's probably the best so far though.

User avatar Buff Skeleton
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Post Posted: 30 Jun 2009, 01:35

There's also some gamma correction affecting the screenshots. It looks a bit better in-game, as usual.

User avatar NaliWarCow
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Post Posted: 30 Jun 2009, 04:43

It would be sweet to have the final boss battle in the tallest tower!
Other than that, I am sort of shy of ideas for now.
Go Waff!
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User avatar Shivaxi
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Post Posted: 30 Jun 2009, 06:15

Mmmmmm...colorrr :P Lookin good...like the ancient architecture combined with newer technology...it's a nice fitting theme to Skaarj taking over a nali castle...if that's what your going for 8)
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User avatar NaliWarCow
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Subject:

Post Posted: 30 Jun 2009, 07:49

Yeah, that's exactly what I was thinking.
Once you get that skybox going, it will look amazing.
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User avatar UBerserker
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Post Posted: 30 Jun 2009, 09:25

That's how I wanted it to be, even if I preferred it to be a bit less saturated.
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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User avatar Buff Skeleton
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Post Posted: 01 Jul 2009, 04:13

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Meh

This map isn't gonna look that good if I manage to finish it on time!

Already getting loads of little annoying BSP errors flickering here and there all over the place, so detailing the map is going to be quite difficult.

Lighting also looks like shit pretty much everywhere thanks to this god damned engine's fucking horribly shit lightmap rendering. I just noticed none of the boxes on the bridge have shadows.
Last edited by Buff Skeleton on 01 Jul 2009, 16:41, edited 1 time in total.

User avatar UBerserker
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Post Posted: 01 Jul 2009, 08:31

Haha, the engine hates you D:
I like the shape of the castle, it's definitely pretty damn BIG.
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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User avatar Creavion
Skaarj Warlord Skaarj Warlord
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Subject:

Post Posted: 01 Jul 2009, 09:37

Have you already tried to export & import the wooden bridge texture and scale it up with the Draw Scale in the Texture properties to scale it then down again on the surface properties?

I mean to show you the differences:

1. No High Shadow Detail
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2. High Shadow Detail
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3. Ultra Shadow Detail :B
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User avatar Buff Skeleton
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Post Posted: 01 Jul 2009, 14:12

I haven't tried that yet, but I don't think it will help because I have to have lights all over the place in order to get the light to stretch more than the crappy 255 radius.

I'm getting really, REALLY sick of this shitty engine, seriously. Yet for some reason I keep making things for it :>

[Edit] Working on some intense optimizations now. Reducing BSP cuts everywhere I possibly can. Hopefully it has some effect!

[Edit2] Managed to clean up a lot of the geometry and lighting. There's still some hope for this map! On the other hand, there are still lots of little flickering BSP errors everywhere; I dunno if I'll be able to neutralize those. Oh well, taking a hit for technical quality isn't as bad as having bad gameplay, and I'm definitely going to make sure this map has supreme gameplay.

User avatar Buff Skeleton
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Subject:

Post Posted: 01 Jul 2009, 16:39

Hooray, some real progress now!

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I'm really probably about 50-60% done with the core geometry, which is most of the map. Terrain will make up about 20% of that chunk all on its own, but I might be able to do it all in max to make it easier. If not, I have a good tessellated cube strategy I'll use. The rest of the build will be little details, like loose bricks and boards and climbable ropes and stuff.

Oh, and that Gasbag added for reference is a Giant Gasbag, 3x as large as a normal one. Just to give you a sense of scale ;)

[Edit] Image

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